# FMOD insists on constantly recompiling when packaging

**URL:** https://qa.fmod.com/t/fmod-insists-on-constantly-recompiling-when-packaging/14271
**Category:** Unreal Engine
**Created:** [December 21, 2018, 5:17pm UTC](https://qa.fmod.com/t/fmod-insists-on-constantly-recompiling-when-packaging/14271 "2018-12-21T17:17:44Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![AgustinCordes](https://avatars.discourse-cdn.com/v4/letter/a/ee7513/32.png) [@AgustinCordes](https://qa.fmod.com/u/AgustinCordes)
#### Post date: [December 21, 2018, 5:17pm UTC](https://qa.fmod.com/t/fmod-insists-on-constantly-recompiling-when-packaging/14271/1 "2018-12-21T17:17:44Z")

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Hi all,

For some reason, Unreal will always attempt to recompile FMOD whenever I package the game on Windows. This doesn’t happen with Mac, for example.

Still, FMOD distributes binaries and all intermediate files – why should it compile in the first place? Does anyone know how to explicitly tell Unreal to _avoid_ compiling FMOD? I tried removing the FMODStudio.uplugin without luck, as Unreal will complain it can’t find the plugin.

Many thanks in advance!

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### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [January 7, 2019, 4:32am UTC](https://qa.fmod.com/t/fmod-insists-on-constantly-recompiling-when-packaging/14271/2 "2019-01-07T04:32:28Z")

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Not sure why it would be doing that, is there anything in the logs that is different to the Mac build that stands out?

You could also try asking this on the UE4 forum as it may be an issue with code plugins in general.
